Sound in TGB
by Nic Biondi · in Torque Game Builder · 06/13/2008 (12:09 am) · 1 replies
The sound in TGB is poor.
Although I agree it's not on the top of my list, you would think things like implementing oAL pitch changes, or at least being able to play a sound in parts, without playing the entire thing would be pretty easy. It looks like this has already been done in TGE. Certain things like a car engine noise, or a chainsaw, or any number of applications could really benifit from being able to start the sound at some point other than that beginning. My latest use for that would be creating a wav of increasingly high pitch notes, and then pointing to different slices of the sound in order to increment a "Combo" as I collect items in my game. Anyways, enough lip service from me.
There aren't enough posts talking about sound in TGB so I thought I would make one.
Carry on oh kinky turtles!
ps. You guys are doing a fantastic job, I just wanted to put it out there!
Although I agree it's not on the top of my list, you would think things like implementing oAL pitch changes, or at least being able to play a sound in parts, without playing the entire thing would be pretty easy. It looks like this has already been done in TGE. Certain things like a car engine noise, or a chainsaw, or any number of applications could really benifit from being able to start the sound at some point other than that beginning. My latest use for that would be creating a wav of increasingly high pitch notes, and then pointing to different slices of the sound in order to increment a "Combo" as I collect items in my game. Anyways, enough lip service from me.
There aren't enough posts talking about sound in TGB so I thought I would make one.
Carry on oh kinky turtles!
ps. You guys are doing a fantastic job, I just wanted to put it out there!
Associate Tom Spilman
Sickhead Games